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Yazhe Niu

dblp:252/5570 · DBLP profile ↗
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8ranked-venue papers
1as first author
8since 2021 · last 2025
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 8 · 1 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 4 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
6 papers
Reinforcement learning · 40% Efficient and distributed learning · 18% Multi-agent systems · 9%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Distributed systems · 50% Parallel and multicore computing · 50%

Topics — the 20 heaviest of 21, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
multi-agent reinforcement learning
1.322023
GoBigger: A Scalable Platform for Cooperative-Competitive Multi-Agent Interactive Simulation · ICLR 2023
ACE: Cooperative Multi-Agent Q-learning with Bidirectional Action-Dependency · AAAI 2023
Machine learning › Efficient and distributed learning › distributed training › hybrid parallel training
3d parallelism
0.912025
OmniBal: Towards Fast Instruction-Tuning for Vision-Language Models via Omniverse Computation Balance · ICML 2025
Machine learning › Efficient and distributed learning
distributed training
0.912025
OmniBal: Towards Fast Instruction-Tuning for Vision-Language Models via Omniverse Computation Balance · ICML 2025
Natural language and speech › Language models and text generation
instruction tuning
0.912025
OmniBal: Towards Fast Instruction-Tuning for Vision-Language Models via Omniverse Computation Balance · ICML 2025
Machine learning › Efficient and distributed learning › resource allocation
load balancing
0.912025
OmniBal: Towards Fast Instruction-Tuning for Vision-Language Models via Omniverse Computation Balance · ICML 2025
Machine learning › Generative modeling › diffusion model
score-based generative model
0.912025
Pretrained Reversible Generation as Unsupervised Visual Representation Learning · ICCV 2025
Machine learning › Learning paradigms › unsupervised learning
unsupervised visual representation learning
0.912025
Pretrained Reversible Generation as Unsupervised Visual Representation Learning · ICCV 2025
Computer vision › Vision and language
vision-language model
0.912025
OmniBal: Towards Fast Instruction-Tuning for Vision-Language Models via Omniverse Computation Balance · ICML 2025
Distributed systems › distributed machine learning
distributed training
0.912025
Hierachical Balance Packing: Towards Efficient Supervised Fine-tuning for Long-Context LLM · NeurIPS 2025
Parallel and multicore computing › parallel algorithms › parallel algorithm design
sequence parallelism
0.912025
Hierachical Balance Packing: Towards Efficient Supervised Fine-tuning for Long-Context LLM · NeurIPS 2025
Machine learning › Reinforcement learning › offline reinforcement learning
offline-to-online reinforcement learning
0.812024
A Perspective of Q-value Estimation on Offline-to-Online Reinforcement Learning · AAAI 2024
Machine learning › Reinforcement learning › value-based reinforcement learning
q-value estimation
0.812024
A Perspective of Q-value Estimation on Offline-to-Online Reinforcement Learning · AAAI 2024
Machine learning › Reinforcement learning
value-based reinforcement learning
0.812024
A Perspective of Q-value Estimation on Offline-to-Online Reinforcement Learning · AAAI 2024
Knowledge, reasoning and agents › Multi-agent systems
agent-based simulation
0.712023
GoBigger: A Scalable Platform for Cooperative-Competitive Multi-Agent Interactive Simulation · ICLR 2023
Machine learning › Reinforcement learning › multi-agent reinforcement learning
cooperative multi-agent reinforcement learning
0.712023
ACE: Cooperative Multi-Agent Q-learning with Bidirectional Action-Dependency · AAAI 2023
Machine learning › Reinforcement learning
model-based reinforcement learning
0.712023
LightZero: A Unified Benchmark for Monte Carlo Tree Search in General Sequential Decision Scenarios · NeurIPS 2023
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search
0.712023
LightZero: A Unified Benchmark for Monte Carlo Tree Search in General Sequential Decision Scenarios · NeurIPS 2023
Knowledge, reasoning and agents › Multi-agent systems
multi-agent environments
0.712023
GoBigger: A Scalable Platform for Cooperative-Competitive Multi-Agent Interactive Simulation · ICLR 2023
Machine learning › Reinforcement learning › value-based reinforcement learning
q-learning
0.712023
ACE: Cooperative Multi-Agent Q-learning with Bidirectional Action-Dependency · AAAI 2023
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
search-based planning
0.712023
LightZero: A Unified Benchmark for Monte Carlo Tree Search in General Sequential Decision Scenarios · NeurIPS 2023

Methods — techniques the papers use, named apart from their topics

search-based partitioning · 0.9score matching · 0.9recomputation strategy · 0.9gradient checkpointing · 0.9generative model · 0.9flow matching · 0.9curriculum learning · 0.9perturbed value update · 0.8TD3-BC · 0.8CQL · 0.8value function decomposition · 0.7bidirectional action-dependency · 0.7
YearPublicationVenuePosition
2025 Pretrained Reversible Generation as Unsupervised Visual Representation Learning
abstract
Recent generative models based on score matching and flow matching have significantly advanced generation tasks, but their potential in discriminative tasks remains underexplored. Previous approaches, such as generative classifiers, have not fully leveraged the capabilities of these models for discriminative tasks due to their intricate designs. We propose Pretrained Reversible Generation (PRG), which extracts unsupervised representations by reversing the generative process of a pretrained continuous generation model. PRG effectively reuses unsupervised generative models, leveraging their high capacity to serve as robust and generalizable feature extractors for downstream tasks. This framework enables the flexible selection of feature hierarchies tailored to specific downstream tasks. Our method consistently outperforms prior approaches across multiple benchmarks, achieving state-of-the-art performance among generative model based methods, including 78% top-1 accuracy on ImageNet at a resolution of 64*64. Extensive ablation studies, including out-of-distribution evaluations, further validate the effectiveness of our approach.PRG is available at https://github.com/opendilab/PRG.
Rongkun Xue, Jinouwen Zhang, Yazhe Niu, Dazhong Shen, Bingqi Ma, Yu Liu 0015
ICCV3
2025 OmniBal: Towards Fast Instruction-Tuning for Vision-Language Models via Omniverse Computation Balance
abstract
Vision-language instruction-tuning models have recently achieved significant performance improvements. In this work, we discover that large-scale 3D parallel training on those models leads to an imbalanced computation load across different devices. The vision and language parts are inherently heterogeneous: their data distribution and model architecture differ significantly, which affects distributed training efficiency. To address this issue, we rebalance the computational load from data, model, and memory perspectives, achieving more balanced computation across devices. Specifically, for the data, instances are grouped into new balanced mini-batches within and across devices. A search-based method is employed for the model to achieve a more balanced partitioning. For memory optimization, we adaptively adjust the re-computation strategy for each partition to utilize the available memory fully. These three perspectives are not independent but are closely connected, forming an omniverse balanced training framework. Extensive experiments are conducted to validate the effectiveness of our method. Compared with the open-source training code of InternVL-Chat, training time is reduced greatly, achieving about 1.8$\times$ speed-up. Our method’s efficacy and generalizability are further validated across various models and datasets. Codes will be released at https://github.com/ModelTC/OmniBal.
Yongqiang Yao, Jingru Tan, Feizhao Zhang, Yazhe Niu, Xin Jin 0008, Bo Li 0126, Pengfei Liu 0003, Ruihao Gong, Dahua Lin, Ningyi Xu
ICML5
2025 Hierachical Balance Packing: Towards Efficient Supervised Fine-tuning for Long-Context LLM
abstract
Training Long-Context Large Language Models (LLMs) is challenging, as hybrid training with long-context and short-context data often leads to workload imbalances. Existing works mainly use data packing to alleviate this issue, but fail to consider imbalanced attention computation and wasted communication overhead. This paper proposes Hierarchical Balance Packing (HBP), which designs a novel batch-construction method and training recipe to address those inefficiencies. In particular, the HBP constructs multi-level data packing groups, each optimized with a distinct packing length. It assigns training samples to their optimal groups and configures each group with the most effective settings, including sequential parallelism degree and gradient checkpointing configuration. To effectively utilize multi-level groups of data, we design a dynamic training pipeline specifically tailored to HBP, including curriculum learning, adaptive sequential parallelism, and stable loss. Our extensive experiments demonstrate that our method significantly reduces training time over multiple datasets and open-source models while maintaining strong performance. For the largest DeepSeek-V2 (236B) MoE model, our method speeds up the training by 2.4$\times$ with competitive performance. Codes will be released at https://github.com/ModelTC/HBP.
Yongqiang Yao, Jingru Tan, Kaihuan Liang, Feizhao Zhang, Yazhe Niu, Ruihao Gong, Dahua Lin, Ningyi Xu
NeurIPS7
2024 A Perspective of Q-value Estimation on Offline-to-Online Reinforcement Learning
abstract
Offline-to-online Reinforcement Learning (O2O RL) aims to improve the performance of offline pretrained policy using only a few online samples. Built on offline RL algorithms, most O2O methods focus on the balance between RL objective and pessimism, or the utilization of offline and online samples. In this paper, from a novel perspective, we systematically study the challenges that remain in O2O RL and identify that the reason behind the slow improvement of the performance and the instability of online finetuning lies in the inaccurate Q-value estimation inherited from offline pretraining. Specifically, we demonstrate that the estimation bias and the inaccurate rank of Q-value cause a misleading signal for the policy update, making the standard offline RL algorithms, such as CQL and TD3-BC, ineffective in the online finetuning. Based on this observation, we address the problem of Q-value estimation by two techniques: (1) perturbed value update and (2) increased frequency of Q-value updates. The first technique smooths out biased Q-value estimation with sharp peaks, preventing early-stage policy exploitation of sub-optimal actions. The second one alleviates the estimation bias inherited from offline pretraining by accelerating learning. Extensive experiments on the MuJoco and Adroit environments demonstrate that the proposed method, named SO2, significantly alleviates Q-value estimation issues, and consistently improves the performance against the state-of-the-art methods by up to 83.1%.
Yinmin Zhang, Jie Liu 0047, Chuming Li, Yazhe Niu, Yaodong Yang 0001, Yu Liu 0015, Wanli Ouyang
AAAI4
2023 ACE: Cooperative Multi-Agent Q-learning with Bidirectional Action-Dependency
abstract
Multi-agent reinforcement learning (MARL) suffers from the non-stationarity problem, which is the ever-changing targets at every iteration when multiple agents update their policies at the same time. Starting from first principle, in this paper, we manage to solve the non-stationarity problem by proposing bidirectional action-dependent Q-learning (ACE). Central to the development of ACE is the sequential decision making process wherein only one agent is allowed to take action at one time. Within this process, each agent maximizes its value function given the actions taken by the preceding agents at the inference stage. In the learning phase, each agent minimizes the TD error that is dependent on how the subsequent agents have reacted to their chosen action. Given the design of bidirectional dependency, ACE effectively turns a multi-agent MDP into a single-agent MDP. We implement the ACE framework by identifying the proper network representation to formulate the action dependency, so that the sequential decision process is computed implicitly in one forward pass. To validate ACE, we compare it with strong baselines on two MARL benchmarks. Empirical experiments demonstrate that ACE outperforms the state-of-the-art algorithms on Google Research Football and StarCraft Multi-Agent Challenge by a large margin. In particular, on SMAC tasks, ACE achieves 100% success rate on almost all the hard and super hard maps. We further study extensive research problems regarding ACE, including extension, generalization and practicability.
Chuming Li, Jie Liu 0047, Yinmin Zhang, Yuhong Wei, Yazhe Niu, Yaodong Yang 0001, Yu Liu 0015, Wanli Ouyang
AAAI5
2023 Theoretically Guaranteed Policy Improvement Distilled from Model-Based Planning
abstract
Model-based reinforcement learning (RL) has demonstrated remarkable successes on a range of continuous control tasks due to its high sample efficiency. To save the computation cost of conducting planning online, recent practices tend to distill optimized action sequences into an RL policy during the training phase. Although the distillation can incorporate both the foresight of planning and the exploration ability of RL policies, the theoretical understanding of these methods is yet unclear. In this paper, we extend the policy improvement of Soft Actor-Critic (SAC) by developing an approach to distill from model-based planning to the policy. We then demonstrate that such an approach of policy improvement has a theoretical guarantee of monotonic improvement and convergence to the maximum value defined in SAC. We discuss effective design choices and implement our theory as a practical algorithm—Model-based Planning Distilled to Policy (MPDP)—that updates the policy jointly over multiple future time steps. Extensive experiments show that MPDP achieves better sample efficiency and asymptotic performance than both model-free and model-based planning algorithms on six continuous control benchmark tasks in MuJoCo.
Chuming Li, Ruonan Jia, Jie Liu 0047, Yinmin Zhang, Yazhe Niu, Yaodong Yang 0001, Yu Liu 0015, Wanli Ouyang
ECAI5
2023 GoBigger: A Scalable Platform for Cooperative-Competitive Multi-Agent Interactive Simulation
Ming Zhang 0037, Shenghan Zhang, Zhenjie Yang 0001, Lekai Chen, Jinliang Zheng, Chao Yang 0026, Chuming Li, Hang Zhou 0009, Yazhe Niu, Yu Liu 0015
ICLR9
2023 LightZero: A Unified Benchmark for Monte Carlo Tree Search in General Sequential Decision Scenarios
abstract
Building agents based on tree-search planning capabilities with learned models has achieved remarkable success in classic decision-making problems, such as Go and Atari.However, it has been deemed challenging or even infeasible to extend Monte Carlo Tree Search (MCTS) based algorithms to diverse real-world applications, especially when these environments involve complex action spaces and significant simulation costs, or inherent stochasticity.In this work, we introduce LightZero, the first unified benchmark for deploying MCTS/MuZero in general sequential decision scenarios. Specificially, we summarize the most critical challenges in designing a general MCTS-style decision-making solver, then decompose the tightly-coupled algorithm and system design of tree-search RL methods into distinct sub-modules.By incorporating more appropriate exploration and optimization strategies, we can significantly enhance these sub-modules and construct powerful LightZero agents to tackle tasks across a wide range of domains, such as board games, Atari, MuJoCo, MiniGrid and GoBigger.Detailed benchmark results reveal the significant potential of such methods in building scalable and efficient decision intelligence.The code is available as part of OpenDILab at https://github.com/opendilab/LightZero.
Yazhe Niu, Zhenjie Yang 0001, Jiyuan Ren, Shuai Hu, Hongsheng Li 0001, Yu Liu 0015
NeurIPS1